Friday Facts #378 - Trains on another level
Re: Friday Facts #378 - Trains on another level
I hope there is hide button that makes all elevated rail invisible leaving only shadow, so u can see, build and operate things behind with no problem.
Re: Friday Facts #378 - Trains on another level
Wrong.BicycleEater wrote: ↑Fri Sep 29, 2023 12:18 pmThird, I notice we can't support the half-diagonals, which is quite interesting. I understand why, it just seems an odd limitation
The rail support follows the style of the ramp, but with the difference that it can be rotated in 8 directions.
My mods: Capsule Ammo | HandyHands - Automatic handcrafting | ChunkyChunks - Configurable Gridlines
Some other creations: Combinassembly Language GitHub w instructions and link to run it in your browser | 0~drain Laser
Some other creations: Combinassembly Language GitHub w instructions and link to run it in your browser | 0~drain Laser
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Re: Friday Facts #378 - Trains on another level
Congratulations on the game and the expansion! I am eager to play it!. What are the "rules" for the elevated support? Will there be a max distance between them? Or only when there is a change of direction? etc. Best regards
Re: Friday Facts #378 - Trains on another level
Wrong. Quality is optional mod.
And even when it's installed it's still optional, if you don't make quality modules then quality doesn't exist.Elevated rails be will one of the standalone official mods next to Quality and Space Age, so you can play a vanilla-like game with just the elevated rails for example, or other mods can just depend on Elevated rails.
My mods: Capsule Ammo | HandyHands - Automatic handcrafting | ChunkyChunks - Configurable Gridlines
Some other creations: Combinassembly Language GitHub w instructions and link to run it in your browser | 0~drain Laser
Some other creations: Combinassembly Language GitHub w instructions and link to run it in your browser | 0~drain Laser
Re: Friday Facts #378 - Trains on another level
what about paying and then beta testing :3
Re: Friday Facts #378 - Trains on another level
you long had my admiration but once again you will get my money too. Hats off !!!
somehow, I'd prefer if all the support had the same footprint. kind of reducing a bit the size of the straigth ones in order to have the same cross shape ?
somehow, I'd prefer if all the support had the same footprint. kind of reducing a bit the size of the straigth ones in order to have the same cross shape ?
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Re: Friday Facts #378 - Trains on another level
The rail planner needs to be perfect for this to work. Otherwise, you will have to do way too much micro placement.
I am not yet fully convinced, that this is a good idea. The shadows, the reflection, the stuff behind; and all of that without the ability to turn the world around!? Will it work?
I am not yet fully convinced, that this is a good idea. The shadows, the reflection, the stuff behind; and all of that without the ability to turn the world around!? Will it work?
Re: Friday Facts #378 - Trains on another level
So yeah, happy 10 year anniversary of Friday Facts!
Re: Friday Facts #378 - Trains on another level
Keep adding in features from OpenTTD, you're slowly merging my two favourite games.
How long until I can bribe the local aliens to let me peacefully build over their houses?
How long until I can bribe the local aliens to let me peacefully build over their houses?
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Re: Friday Facts #378 - Trains on another level
I would like to see solid fuel trains and electric trains that will be powered by electric poles next to the road.
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Re: Friday Facts #378 - Trains on another level
I've been wanting this for years!
Awesome work by all the engineers. Can't imagine the work that went into it.
It'll be excruciating waiting for the DLC...
Awesome work by all the engineers. Can't imagine the work that went into it.
It'll be excruciating waiting for the DLC...
Re: Friday Facts #378 - Trains on another level
Hi all,
I generally post on reddit, just a suggestion because this post made my day.
Make tunnels available in a simple way, similar to the underground belts: you have an entrance and an exit with limited length without turns. If the locomotive runs out fuel, make it stop right after the tunnel exit, so we can refuel and unclog the tunnel.
Keep the hard work! My money is already apart waiting for this DLC.
I generally post on reddit, just a suggestion because this post made my day.
Make tunnels available in a simple way, similar to the underground belts: you have an entrance and an exit with limited length without turns. If the locomotive runs out fuel, make it stop right after the tunnel exit, so we can refuel and unclog the tunnel.
Keep the hard work! My money is already apart waiting for this DLC.
Last edited by GalegO on Fri Sep 29, 2023 4:42 pm, edited 1 time in total.
- planetfall
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Re: Friday Facts #378 - Trains on another level
It doesn't look like you can elevate stations, and artillery trains don't fire when stopped at signals.Illiander42 wrote: ↑Fri Sep 29, 2023 3:54 pmThis is an important question that needs answering.
Also, an elevated arty train over a lake.
gradus delenda est
Re: Friday Facts #378 - Trains on another level
I'm sure their solution for trains running out of fuel over water also solves cleaning up train collisions on a badly-signalled overwater intersection. Even if those collisions destroy some or all locomotives.
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Re: Friday Facts #378 - Trains on another level
I'm not sure if this has been brought up. But could locomotives help with pulling/pushing power even when the locomotive is driving backwards?
I work in the rail industry (best way to describe it without sensitive information) and no modern locomotive cares which direction it's driving. It has full power in either case.
I'm not saying that a locomotive should be able to pathfind in both directions. Just provide tractive effort. There are mods which use custom locomotives with 2x power to mimic this. Which I find to be a, messy solution.
I work in the rail industry (best way to describe it without sensitive information) and no modern locomotive cares which direction it's driving. It has full power in either case.
I'm not saying that a locomotive should be able to pathfind in both directions. Just provide tractive effort. There are mods which use custom locomotives with 2x power to mimic this. Which I find to be a, messy solution.
Re: Friday Facts #378 - Trains on another level
blow my mind for the past month few FFF.
JUST give my now!! omfg
JUST give my now!! omfg
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Re: Friday Facts #378 - Trains on another level
They do fire when sent to a tempory stop with the condition changed to "inventory empty."planetfall wrote: ↑Fri Sep 29, 2023 4:47 pmIt doesn't look like you can elevate stations, and artillery trains don't fire when stopped at signals.Illiander42 wrote: ↑Fri Sep 29, 2023 3:54 pmThis is an important question that needs answering.
Also, an elevated arty train over a lake.
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Re: Friday Facts #378 - Trains on another level
Wouldn’t it be cool if there were more than two levels to the rails, and if cliffs introduced more than one level of ground, which just happened to be the same height as the trim levels? Yeah. It would.